Massing fleet build - please critique

By flightmaster101, in Star Wars: Armada Fleet Builds

[ REBEL FLEET (300 points)

1 • Nebulon-B Escort Frigate - Engine Techs - Yavaris (70)

2 • Assault Frigate Mark II A - General Dodonna - Gunnery Team - Point-Defense Reroute - Advanced Projectors - XX-9 Turbolasers - Paragon (129)

3 • CR90 Corellian Corvette B - Engine Techs - Overload Pulse - Jaina's Light (57)

4 • X-wing Squadron (13)

5 • A-wing Squadron (11)

6 • Y-wing Squadron (10)

7 • Y-wing Squadron (10)

Superior Positions

Advanced Gunnery

Hyperspace Assault

Idea I have is to use the corvette to knock out defense tokens. The Neb will use engine techs to keep up with squadrons and keep activating them. The Orca will run circles around the edge killing stuff with paragon.

Thoughts? Help? Pointers?

You need the Yavaris to engage a Navigate Command or Token to activate Engine Techs. Yavaris will need to run Squadron Commands to run its fighters so I don`t think you will get much use out of Engine Techs on Yavaris. Because you have Dodonna as your Admiral consider using `Dodonna`s Pride` as your Corvette to get those luscious crits.

The way I imagine it engine techs get you into position quick, and Tavares will get my squadrons many turns when I'm in position.

Are there alternate squad command neb builds you would suggest?

Yeah I guess Engine Techs would be nice to run a Nav Command first turn for up to a "4" move essentially. But because Yavaris has a squadron value of 2 its really a bonus to bank a squad token on the first turn to give you a squad value of "3" on the next turn as you aren't taking Garm Bel Iblis and need to build up a token or 2. Look at Raymus Antilles. Basically with Raymus you could get a token in addition to your Command. So Nav Command in the first turn which gets you a big move plus a token for later which would let you activate Engine Techs when you need it the most. On your 2nd and following turns you can keep spamming squadron commands and with the token you gain from Raymus you are basically upping your squadron value to 3.

All that being said I don't know how many points I would invest in a ship that could get one-shot by a Glad (Demolisher) so I like to stick with Yavaris and Raymus and use the AF2 to shield it from as much incoming fire as possible.

I agree with BigBear. Antilles is a must for your Yavaris.

Xx-9 isn't as good as it looks.

Why not more A-wings? A black die without bomber is better than a red with I think.

I personally would use an Corvette A in the list, mostly because I think the B can be lost pretty easily unless you are really on top of your game. If the B is lost too early, then even most imperial lists will be outnumbering you and therefore can force you into activations that you don't want. This is compounded by the relative fragility of the Neb. If you do run the B, I would almost say it would be better to go first. In this case, it needs to be the last ship you move and then the first ship you move the next turn (so you can get the crit with overload pulse and then get the hell out of there).

Also, with only four fighters, Y-wings are a pretty lame choice. If they didn't have heavy they would make great speed-bumps, but with heavy they are pretty lackluster. I'm with ovinomanc3r, more A-wings are probably better (or you could dump some stuff and get B-wings if you want bombers).

I would probably dump Point Defense Reroute and Paragon to give enhanced armament to the whale.

Edited by corlinjewell